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Wow...nothing huh?!
I took another look through and tried to get the slotting to work, though the lack of good TAoE sets really is a pain. Did the best I could with the options available, but I'd still be really interested to hear other opinions on the build, especially slotting the AoEs.
Made a couple of other small changes too. In the end, I think I'll be pretty happy with the build, having 5 AoEs, 3 pet powers, and 3 TT buffs. Survivability looks pretty good also, and I think the pets will supplement my unimpressive ST damage enough against hard targets.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Rattlerazer: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(31)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(27)
Level 6: Swift -- Run-I(A)
Level 8: Suppression -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(9), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(13), RechRdx-I(33), HO:Centri(46)
Level 10: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
Level 12: Venom Grenade -- RechRdx-I(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/Rchg(33)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(40), Heal-I(43)
Level 16: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), DefBuff-I(25)
Level 18: Aim -- RechRdx-I(A), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
Level 30: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 32: Tactical Training: Leadership -- HO:Cyto(A)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), ExRmnt-+Res(Pets)(50)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(40), RechRdx-I(40)
Level 41: School of Sharks -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Bile Spray -- Det'tn-Acc/Dmg/EndRdx(A), JavVoll-Dam/End/Rech(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45), RechRdx-I(46), HO:Centri(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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Thanks for the responses.
I should have been a little clearer with my last question. What I really mean is, does having mez effects on my attacks help in any unusual fashion with stalker tactics and mechanics, or is just providing mitigation in the same way it would on another melee character? As for DoT, is there any difficulty in using DoT effects along with placate?
In terms of build tightness, I routinely push a travel power back into the 20s or 30s anyway and use temps until then, so I should be able to swing it. I'll probably push Danger Sense back into the 20s. Toggles like that are usually the first thing for me to delay into SO levels on tight builds.
As for primary, I'm curious about a few things.
How does EM fair these days? Does it rely heavily on ET and TF or does it do reasonably well early on?
I'm interested in Claws also, but from what little I've heard it doesn't fair that well as a Stalker set as it's geared more towards DPS over long term rather than burst damage. Or rather, it should be, but without Follow Up it just ain't that great.
Spines is another possibility, but I wonder if it lacks a decent selection of ST powers early on. -
...but I know very little about them.
Based on the fact that it would be all new and shiny, and what little I've heard suggests it's a great set, I expect to take Ninjitsu as my secondary. I'd like some suggestions on a primary that would fit well for me.
I expect I would spend most of my time soloing. While a lot of my characters have a heavy AoE focus and crank up the virtual team size, I figured with a stalker I would focus much more on ST damage and raise the level for difficulty instead.
Because of other characters I have, I would rule out Ninja Blade and Elec Melee. Dark Melee is a possibility although I may prefer something else as I have a DM brute levelling.
Based on that are there any primaries that would be particularly suitable?
I'm also curious as to how mez effects and DoT powers interact with stalker mechanics, as I really don't know much about how they work. -
Been plugging away at my Crab recently and quite enjoying the ride, so I'm thinking ahead to my level 50 build. I'd like to have as many of the enhancements ready as possible by then. There are a few general guidelines:
1. I'd like to keep the budget reasonable. A few expensive IOs (heal uniques, LotGs etc.) that I can purchase with merits are fine.
2. The power selection isn't set in stone but I'd need a good reason to change anything. I'm still on the fence about Omega Maneuver, especially considering I don't see how I can find a lot of slots for it, and TT: Assault is kind of a cherry-on-the-top power for me. Either could be changed if there is something really important missing or it facilitates better slotting options elsewhere.
Edit: the more I think about it, the more I believe I may be happier with TT: Leadership over Omega. I'd probably slot a Cyto or perhaps two, which would also free up at least one slot. Still undecided though.
3. I'm aiming for soft-capped range defense. What I'm currently looking at is .14% short of 45%, which I don't see as a problem. After that I'd like to get decent recharge and regen.
Here is the build as I currently have it:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Rattlerazer: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(31)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(27)
Level 6: Swift -- Run-I(A)
Level 8: Suppression -- Empty(A), Empty(9), Empty(9), Empty(13), Empty(33)
Level 10: Heavy Burst -- Empty(A), Empty(11), Empty(13), Empty(23), Empty(23)
Level 12: Venom Grenade -- Empty(A), Empty(15), Empty(15), Empty(19), Empty(33)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(40), Heal-I(43)
Level 16: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), DefBuff-I(25)
Level 18: Aim -- RechRdx-I(A), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(31), Aegis-ResDam/EndRdx(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
Level 30: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 32: Omega Maneuver -- HO:Nucle(A), HO:Perox(46), HO:Perox(46)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), ExRmnt-+Res(Pets)(50)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(40), RechRdx-I(40)
Level 41: School of Sharks -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Bile Spray -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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So one may notice all the empty slots in those targetted AoE powers, as this is where I'm having my main problem. Set options there are pretty limited, and there are a couple of problems with using Posi's Blast: I already get 6.25% recharge from 3 recharge intensive pet sets, and the enhancement values aren't that fantastic. As such I'll probably slot sets of Posi's in two of these powers and frankenslot the rest, but I'm really not sure how I want to handle this.
Ideally the cones (especially the shorter ones) would get some range. Powers on longer timers like Venom Grenade and Bile Spray should get some recharge, and the more expensive ones will need some endurance reduction. I'd really like some suggestions on how to slot these powers with the following in mind:
Should I keep all of them at 5 slots or move some around?
Which powers would be best for the Posi's? (I'm thinking Heavy Burst and School of Sharks but not sure.)
How would I frankenslot the others? Are there any set options I've missed? I'm thinking a few Hami's (especially Centrioles) would be useful here. -
Quote:Ice has a number of things working against its popularity. As a primarily defense-based set it tends to feel weak and inconsistent at low levels. A lot of people also don't like the visuals, though this is hopefully less of an issue now. It doesn't have the awesome survivability of stone, the extraordinary damage potential of shield or the cultural relevance of invulnerability. It is however a very good set.Pyro TYVM! Perfectly described for me, ty ty ty! I have been wanting to try shield(just b/c they are cool) and ice but like you said, I don't see much of them too so I figured ice armor wasn't great but I always went by if i like it, try it.
Chilling embrace is very, very effective for holding aggro as well as providing solid debuffs, and the set also has a damage aura in Icicles. Energy absorption makes this one of the most endurance-friendly sets available as well as providing good defense. (As a sidenote here, opinions vary on how to slot it; personally I frankenslot for a mixture of defense, recharge and end mod.)
While it's actually possible to soft cap your defenses with enough EA stacked just from the set itself, realistically you are going to want some additional help. Combat jumping, weave, steadfast protection +def and other IO set bonuses are all possibilities. It isn't hard to build for consistent soft-capping by the early 30s to most damage types, at which point the build feels quite sturdy.
A lot of secondaries go well with Ice also. I have Ice/Mace and Ice/Stone at 50 and really enjoy both. I've also tried Ice/SS and Ice/Fiery, with Ice/Dark on my list of things to get to one of these days. Ice really helps deal with secondaries that are end-intensive, and its excellent aggro potential pairs well with strong AoE sets. Alternatively, secondaries with strong mitigation can help overcome the occasional spikes of damage defense-based sets see. Really, it's hard to go wrong here. -
I'm judging from the tone of the post that when you say defense, you aren't referring to "Defense", i.e. the particular layer of protection that reduces an enemy's chance to hit you, but rather a more general sense of survivability against various enemies. Here's how I would characterize the sets very briefly:
Dark: Potentially very powerful but a bit trickier to build and manage than some sets. It combines control, decent resists, a touch of defense and an extremely powerful heal.
Electric: Not overly impressive for survivability, it has some reasonable resistance and (now) a solid heal/regen power. Also has some interesting utility in endurance drain and recovery.
Fiery: Decent resists with a very strong heal power. It has a little utility and some nice damage options. Many feel that Shield is the better "damage for survivability" trade-off set.
Ice: A set that doesn't see enough play IMO. Based almost entirely around defense, once it gets going it is fully capable of soft-capping against most damage types with a decent number of enemies to power Energy Absorption, even without looking to pools or IOs. Also very strong for holding aggro.
Invulnerability: Extremely sturdy against smashing/lethal, but also capable of putting together some very good defense and decent resists to everything except psi. Really lacking in any offensive output unfortunately.
Shield: Like Fiery, this set provides more modest protection in exchange for increased damage. As a positional-defense based set it is very IO-friendly, and the offensive options are really noticeable.
Stone: Fairly modest protection until you reach Granite, which provides extraordinary survival numbers (both defense and resistance) in exchange for some pretty hefty debuffs to damage, recharge and mobility. If you're looking for a tank that takes a ridiculous beating you can't go wrong here.
Willpower: As you probably know, this set combines a mixture of resistance, defense and strong health/regen, as well as providing a little utility. Functioning around multiple layers of protection even more than other sets, Willpower has very few holes and is very adaptable. It is unfortunately quite weak at holding aggro and does nothing for your offense.
Don't forget to also consider secondaries as they can provide surprising amounts of damage mitigation. The most notable are probably Dark (for its debuffs and particularly the heal), Ice (for its control) and Stone (also for its control), but most of the sets provide a degree of mezzing and/or knockdown that can be leveraged to help keep you in fighting form. -
I consider Dark/Stone superior to Dark/Mace for stacking stuns. Fault ftw. However, not what I believe the OP is after.
1. Fighting is a good pool to take for DA. Tough helps significantly to improve your SL resistance, which is not overly fantastic otherwise. As for Weave, I'd take it only if you have a significant amount of defense in the build (which can be a very nice way to go). For the APP, it depends what you need at that point really. Conserve Power and/or Physical Perfection could help significantly if you have end issues. You may want to flesh out your area damage, and a targetted aoe may be better than a cone attack.
2. Certain IOs would be very useful early on. In particular, I'd look at getting at least one knockback IO. Dark Regen benefits greatly from some frankenslotting and the Theft of Essence +end. When to frankenslot or build for set bonuses is largely a matter of preference.
3. IMO, a tank should pick up at least a second attack early. Especially when solo or on small teams the extra damage can actually keep you alive better than another toggle in some situations. It also depends whether you grab Death Shroud straight away; it's ridiculously efficient damage against substantial groups (you can probably do quite well soloing with this power, setting for -1s with large virtual team size) but some people dislike the toggle management before stamina. I'd also aim for Siphon Life at 16.
4. It provides immobilize protection, which is a good idea if you don't get CJ. It's also a little defense, which like Weave is of varying use depending on your build. -
I'm having a hard time thinking of another AoE mitigation power in a melee set (heck, throw in a lot of control sets too) that is as good as Fault. The combination of duration:recharge ratio, knockdown, and range make it tremendously effective. While I've little doubt an IO'd build can mow through regular content without it, I have equally little doubt an IO'd build is capable of some truly amazing things with it.
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Feasible...I suppose so, but I think you're wasting a great deal of the character's potential. I'll grant that many solo situations allow you to blast your way through small groups of enemies without much need for control, and many team situations have enough damage mitigation that your control feels superfluous. That said, your ability to handle tougher, larger groups of enemies will definitely be stronger with effective use of your primary. In particular, Seeds and Creepers not only provide a solid amount of mitigation but can also contribute substantially to the speed of enemy defeats. Neither requires a significant amount of time spent during combat.
To be honest I'm not sure why you want to invest this much inf in a character when it doesn't sound like a great fit for you. Before pumping this many purples into the build I'd consider whether you would enjoy another character more. Gravity has a more blasty feel, and fire control gives you strong damage with a more effective pet. There are a lot of options both within the Dominator AT and without that better suit the playstyle you're describing. -
If you care about permahasten, which I consider drastically overrated given that it's downtime is a handful of seconds with 90% recharge but without those 3 extra slots, still leaving you with a substantial cushion for permadom. That was the "doing the job" I was referring to.
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Quote:I haven't played SM on a brute, but I have played it to 50 on a tank twice, and I'm confused. According to real numbers available at character creation, Tremor does 0.67 knockback, which is better known as knockdown. This should only be doing knockback against enemies vulnerable to it or sufficiently lower level.Tremor, IMO is disruptive to the flow of this build. I tried it, hated it, dropped it. It DOES have it's uses, but with all the KD .. having KB slows the speed of your teams progress and worse, it makes your taunting tougher to pull off if they're spread all over the place and wandering away while disoriented. That makes Stone / WPs main weakness even more glaring.
In that case, I would think Tremor is a useful addition to Fault in terms of gathering aggro. It is also AoE damage, and while not a particularly great one compared to powers from other sets, it will still drastically outperform ST attacks in terms of DPA and DPE when used against sizeable spawns. -
Looking at the build I'm uncertain as to what your goals are. You've slotted a signficant amount of recharge but you're still looking at domination crashes. You've devoted some slots and powers to defense but not enough for it to be significant. You've put together a decent amount of damage bonuses but haven't slotted Fiery Embrace.
I think you would be better served by slotting for more recharge using IOs like Basilisk's Gaze, Decimation and/or a 5th Sting of the Manticore. There are a lot of recharge bonuses within easy reach of the build. I'd also slot Hasten and Fiery Embrace for additional recharge, as well as Creepers to try and bring it permanent.
Damage bonuses I would treat as a luxury as their effect is somewhat muted on this build. Defense can be built for, but if you want to make it meaningful you're going to have to squeeze every opportunity. Unless you can find the slots and inf to get more signficant totals I wouldn't try for it. There are a few fairly easy ones available to you however, such as a 6th Coercive Persuasion or the Steadfast Protection IO.
In terms of slotting, there are several cases when you've missed opportunities to slot procs that will provide significant benefits, notably more damage than the enhancements you've got. Consider using procs in Seeds of Confusion and Roots (generally more useful than what you have so far), or damage powers such as Blaze and Carrion Creepers (which are over-enhanced for damage).
For power selection, I would consider Combustion a useful addition. I don't think leadership is all that worthwhile for most situations, preferring fighting or medicine to beef up survivability, but that's up to personal taste. -
More recharge.
Yes, you're being hit hard by ED, but it still provides a significant benefit in minimizing or eliminating the downtime of hasten.
Personally I'd much rather put together a build that does the job without 6-slotting it. -
Quote:While not quite the same, I do have a DA/SM tank that mixes OG and Fault for a reliable AoE mag 4 stun combination. Very effective taking on multiple bosses, and an extremely rare combination in play.MA/DA - capitalizing on stacking stuns with Oppressive Gloom.
Quote:Spines + Weapon Mastery - make an all ranged, very AoE focused scrapper (possibly use blaze mastery now)
I had considered using caltrops as a significant power in the attack chain of a DM/Inv AV killer. It's on the backburner for now.
Nothing terribly exciting, but among my current projects is a DM/ElA brute that I'm intending to take into //Mu to fill out the AoE damage. Very much looking forward to I16 for this one. Also planning to start an Elec/Shield scrapper. Could do it now as a brute I guess, but it feels more like a scrapper combo for me. The Shield Charge/Lightning Rod combo seems, well, wrong. -
Here's a quick pass, though a more detailed examination could probably improve it. The empty slot is for the PvP +def IO.
I've sacrificed a little of the damage bonus, though you could work the obliterations back in if you want to. Defense to FCEN is now capped, as is melee with 2 DAs. Also have a few more hit points per second.
Working out an attack chain is vital for AVs. You're generally scratching ahead of their regen over a long period of time so you want to put out your best damage. Most katana attack chains I've seen alternate GC with other attacks, something like GC->DA->GC->SD->GC->GD. I haven't crunched the numbers but I think this build may be slightly short on GC for that chain. If you haven't already check out ArcanaTime for a more accurate representation of attack timing.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
kat wp defense: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Gambler's Cut -- Achilles-ResDeb%(A), Hectmb-Dam%(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(7)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(34)
Level 2: Flashing Steel -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(13), Numna-Heal(13)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-Build%(11), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(45)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), Heal-I(31), RgnTis-Regen+(37)
Level 18: The Lotus Drops -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg/EndRdx(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(46)
Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(46)
Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/Rchg(33), Empty(37), S'fstPrt-ResDam/Def+(43)
Level 24: Swift -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
Level 28: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37), Heal-I(48)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
Level 32: Golden Dragonfly -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42)
Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx/Rchg(50)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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A few questions:
1) What kind of budget are you looking at?
2) What attack chain are you using?
3) How focused do you want to be in AV killing? Are you willing to sacrifice AoE potential for it?
The build looks quite good, but I think there are areas to improve. Notably, you aren't quite soft-capped to melee with two DAs. Not a big deal, but you may be able to squeeze out a little more. I'd consider trying to soft-cap the exotic defenses given your current totals but it would probably require a little sacrifice along the way. Considering the value of health bonuses to /WP I'd try to work more enhancement value into HPT, probably by moving the steadfast over, and I'd consider going for the 4 piece set bonus in Eradication. The slotting on Golden Dragonfly could use work for sure; you're far enough past the ED cap that a damage proc would be better than the damage IO. The exact changes I'd make depend on the answers to the questions above. -
To clarify, what allows this to happen is that the 5-time limit isn't technically based on the value; it's based on the name of the bonus. The LotG 7.5% bonus has a different name than the 7.5% recharge bonus from sets, so they stack with each other.
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Edit: just realized the woopsie. I meant to say without the I16 changes, i.e. while some may feel stamina is necessary based on their experience to this point, the proposed version is different enough from live that it dramatically alters my opinion. I never considered conserve power effective enough to replace fitness, especially since the set also benefits quite a lot from health, but energize strikes me as a more than adequate replacement for both.
I'd drop the pool entirely myself.
While I'm very partial to swift, or hurdle used with CJ (my warshade actually has swift as the only power from the pool), lightning reflexes covers that role.
Health is far less critical to the set once it receives its own heal and regen bonus.
There would be nothing wrong with taking as much of the fitness pool as you wanted but it certainly has nowhere near the critical function it could have for other builds. Everything I'd want it for should be adequately covered by elec armor, and it's really amazing how much a build opens up without having to devote those three powers to fitness. -
How much experience do you have with melee cones? They take a bit of getting used to but can be very effective at times. They are also not for everyone though, and many find the fiddly nature of trying to line them up simply isn't worth the time used. Actually, they tend to be that much more difficult to use if your enemies are stunned, the way they are likely to be with a higher level /dark brute.
I've never played dark armor on a brute, but I've brought it to 50 on both a scrapper and a tank, and I'll say that it's a tricky set to play and build but can be very effective. It does tend to favor sweeping large groups of relatively weak enemies, which is also a strength of elec, so it should go quite well from that perspective. I think the combination would feel a lot more fluid if you're willing to invest in IOs for endurance recovery as that may be an issue.
As for fury generation, I think it's probably overstated. Many sets, both primary and secondary, use controls that will lessen incoming attacks and still do just fine. Developing your attacks should allow to generate and maintain fury without too much difficulty. I've always found that a fast-moving team (or soloer of course) is far more important to fury than any particular power choices.
You mentioned damage auras, so on that note I think it's worth saying that they are expensive, but in many cases they can result in dramatically better DPE than other attacks. In the low levels they almost always require toggle management though. They should usually be turned off between groups or when down to only one opponent. There is certainly a justification on waiting to take them if you solo frequently or don't want to bother managing it.
Edit: meant to also say that taking stamina on elec/elec and then respeccing it out later is the way I would go. I also would not personally skip fitness with the I16 changes, but even a modest amount of recharge will keep Energize up the majority of the time, so I'm expecting that it will be more than sufficient with Power Sink if the current version goes live.
Second edit: that should say without the I16 changes. Explained in later post. My bad; sorry for the confusion. -
My own experience with the achilles heel proc is based on my scrapper, but most of the theory should translate just fine. Actually, the scrapper forum is probably a good place to ask about the proc in general. A lot of the hardcore attack analysis goes on there.
A proc of this nature can be fairly difficult to analyze in detail as it can depend on many things. One point to keep in mind is that, as compared to a damage proc, you are essentially trading damage now for increased damage to come. If, for example, it procs on the last attack you use on a target, it doesn't mean anything. As such AH tends to be more useful against tough targets like bosses and above. It is truly excellent for anyone soloing AVs or pylons.
Keep in mind also that the proc doesn't stack from the same caster last I heard. I expect earthquake provides an exception to this since it functions through a pseudopet, but there is a practical limit to how many times over you want to slot this proc.
For ST powers, a fast recharge attack that appears frequently (and to an extent, early) in your attack chain is probably ideal. You have a good chance of maintaining the proc a reasonable portion of the time.
For AoEs, I would definitely try to use it in an opening power rather than something that is likely to finish enemies.
As such, depending on your specific attack habits, I'd probably slot one into Thorny Darts or Skewer, one into Fling Thorns, and maybe one into EQ if you have slots to burn. -
Quote:Fitness. No, I'm not kidding. Even on a SO build, fitness is becoming a very marginal pick on /elec IMO. Nice, but not necessary. Even without considering hasten, recharge slotting and lightning reflexes mean that energize will be up more than half the time. Power sink should be more than sufficient in that period, and the other benefits of fitness are actually replicated quite well by /elec anyway.#What would you suggest I drop to be able to take Power Sink along with Conserve Power (Energize)? The only thing I could really think of was Hasten which, while always useful, doesn't seem as necessary since I have Lightning Reflexes, but like you I'm no expert so I don't really know...
Hasten, on the other hand, is not something I'd be willing to give up. Dropping fitness gives you power sink and two free picks that could go to tough, aid self, or whatever else you want.
Quote:My Elec/Elec is now level 11 and while I realize that's very low he just feels really squishy...
Elec melee isn't known as a fantastic ST set though, so to help you out you may want to pick up another attack. Can always respec it out later once you have a more rounded character. -
Weatherby has been very instrumental in keeping plant users up to date on the workings of creepers, so the miniguide should be very useful in slotting the power. The one thing I would add is that you may be able to skimp on the recharge if you have enough global recharge to keep it perma.
On my plant/rad controller, for example, I have hasten, AM and a lot of global recharge, most of which exemps down to at least level 30, so I needed a very modest amount of recharge to have permacreepers. As such I went for 5 Posi's (all except damage/range) and another damage proc.
For another example build needing a higher amount of recharge but not 95%, I could see some frankenslotting like: Ragnarok Dmg/Rcg, 2 Nucleolus, common recharge, 2 damage procs. This requires one Ragnarok but leaves the other 5 free for the recharge bonus placed in another power. You can pretty easily hit 95% dmg and rcg in 4 slots if you also use a Ragnarok Acc/Dmg/Rcg.
Of course, if you want something cheaper you're likely to only fit in one damage proc at most.
Creepers is one of those powers (siphon life comes to mind as another) with a metric ton of slotting options, some of which will depend greatly on your overall build. -
Thanks to everyone for their responses. It's interesting that earth/psi and plant/fiery have been specifically mentioned since these are two that I had fiddled with for a level or so already.
The plant/fiery appears to have my attention for now. Although it's pretty early (teens right now) I'm a compulsive planner and already looking towards a mature build. Have a few questions to help me along the way:
Incinerate - how useful do people consider this? Does it make a big difference soloing EBs? Currently I find myself with little reason to get close enough to use it though that may change after I get Combustion.
Fly Trap - while I'm familiar with it from my controller I'm wondering how much impact it would have for a dominator. I found its main use on my plant/rad to be helping with ST damage for tough enemies but I'm not sure how necessary that is here. Still, it's a pet, and I generally assume they're a gimme. Thought it was worth asking though.
Power pools - I'm pretty sure I'll have enough space in the build for either Tough or Aid Self. My instinct is to say the first if I take a resistance toggle from my PPP or the second otherwise. Any thoughts on these?
PPP - speaking of which, is there an obvious pick for PPP? If I were to maintain enough interest in the character to invest heavily in IOs I'm assuming recharge is the clear way to go, and for that reason I thought Mace might be ideal for the LotG options it provides. How do the various pets compare, and how useful is the power assuming a heavy recharge build?
Thanks for all the help so far. I'm certainly enjoying the character to this point and could see myself spending substantial time on it. -
So after years of playing almost exclusively blue side I've finally been getting into the red side of things. Got my first 50 villain a week or two ago, and surprisingly enough it was the fastest 1-50 trip I've ever taken despite being almost exclusively solo. So, I'm getting more interested in playing a variety of villains. Quite enjoying my Widow but I think I'd like to get a dominator going also. Just having trouble narrowing down the choices as I don't have a lot of familiarity with the AT. The recent changes don't help make the decision any easier, since a lot of the information out there appears grossly out of date.
The most important criteria for me in selecting the sets are: a good selection of AoE control and damage (not novarific, just good) and blooming reasonably early (pretty much anything except "this becomes really really awesome once you hit 35/38!"). I'm likely to want to solo reasonably large-group missions come I16.
For primaries, I've played most of them to 50 and the rest into high 30s on controllers so I have a good idea how they work, though not necessarily how they function with the peculiarities of dominators. With that in mind I'm probably considering the following primaries:
Earth--awesome pick for aoe control and becomes effective very early. This is a strong contender for me.
Fire - nice damage but I think I want more tools than the set provides.
Mind - this is a maybe. Good mix of controls and at least a little AoE damage in terrify. I'm concerned that the number of ST controls mixed with ST blasts from the secondary is overkill.
Plant - I realize I could practically meet my criteria above without any secondary at all so this is a definite possibility. I think I'd prefer earth if--big if--the secondary provides the AoE damage I want.
As for secondaries I have hardly any idea, getting just a quick impression from perusing the powers in game. I think I would want fiery, thorny or psionic. The first two should provide very nice AoE damage; the last is decent for AoE but waits for it to develop, but may get a very noticeable increase in survivability and sustainability from drain psyche, which looks to me like an awesome power for dominators.
So I probably have it narrowed down to earth/ or plant/ with /fiery, /thorny or /psi. Any thoughts on the ins and outs of these combinations and which may appeal to me the most? -
If content isn't being done because it's a pain in the rear end, then we should improve the content.
If content isn't being done because the tangible rewards are lacking compared to other options, then we should improve the reward system.
Trying to fix either problem with the opposite solution makes no sense to me.